This Warband provides the Witch Hunters, with 7 new unit types and a thoroughly playable crusade providing special Dramatis Personae, high Capitular Wilhelm Krieger.

Amidst the rivalries and violence that splits the Empire, sinister forces creep again into the lands of guys. Towards these evils stand the Witch Hunters, remorseless warriors in service to the Temple of Sigmar. The witch practising her fell magic, the mutant spreading its corruption of flesh, the necromancer violating the sanctity of the grave, the daemon seeking to own souls – these are the foes of the Witch Hunter. The Witch Hunters will allow nothing to make them waver of their defence of mankind against these evils. They're the Templars of Sigmar, and with sword and hearth they will return their god’s justice to Mordheim.
Facets

Witch Hunter Captain
The chief of each band of Witch Hunters bears a fee from the Grand Theogonist himself, sanctioning whatever motion the Captain deems indispensable. These entrusted with such authority are chosen for his or her dependable religion and zeal, as good as their tactical acumen and swordsmanship. Any who dare oppose a Witch Hunter Captain shall be summarily accomplished… with the Temple of Sigmar’s blessing.

Preliminary Weapon Set

Set 1: Crossbow Pistols
Set 2: Sword

Perks
Sigmar’s Aegis: The warrior has a ordinary Magic resistance bonus of 20%.

Initial capabilities
Hunter’s persistence: After a victorious circumvent try, reduces the fee of a Counter-attack performed in response by 1 Offense factor.
Flagellant
Their minds unhinged by using the conviction that the end occasions are upon the Empire, Flagellants are fanatical madmen who wander the roads and byways of the provinces. They preach their apocalyptic visions anyplace they go, scourging their own bodies with barbed whips and heavy chains in acts of ghastly self-mutilation. The crazed devotion that gives Flagellants motive likewise makes them terrifying warriors in battle, hurling themselves upon foes in a frenzy of slashing flails. Many Flagellants had been swayed with the aid of the sermons of Witch Hunters, becoming a member of their warbands in a holy campaign to cleanse Mordheim and repair Sigmar’s grace to the land.

Initial talents
Fanaticism: can provide immunity to All by myself, fear and Terror assessments.
Witch Hunter
The grim Witch Hunters are famend for his or her selection and braveness even as they're notorious for their pitiless ways and cruel justice. Almost always, these guys work on my own, travelling the villages and towns to root out Chaos cults and witches, however the scope of corruption infesting Mordheim has drawn packs of Witch Hunters to it, banding them together below the authority of Witch Hunter Captains.

Initial Weapon Set

Set 1: Pistols
Set 2: Sword

Perks
Sigmar’s Ward: The warrior has a usual Magic resistance bonus of 10%

initial capabilities
Purge the Heretic!: When dealing melee injury, raises melee injury via 20% for the following assault. The following action taken have got to be a melee attack or ability, or the outcomes is lost.
Zealots
guys who've suffered best losses, who had loved ones and fortune taken from them, often in finding that religion in Sigmar is all they have got left. Casting apart the shambles of their ancient lives, they become Zealots – vengeful pilgrims on a quest to damage the minions of Chaos at any place they can be discovered. Many Zealots had been peasants or craftsmen, missing the martial expertise of mercenaries. They're, nevertheless, possessed by means of bitterness and rage. These are qualities that reason Witch Hunters to recruit them, harnessing their fanaticism to consult with vengeance upon the evil infesting Mordheim.

Preliminary Weapon Set

Set 1: Spear & Sword
Set 2: Nothing

Perks
None

preliminary expertise
Vengeance: When receiving harm, increases Melee harm by means of 10% for 1 turn. Stackable.
Warrior Priest
among the many ranks of Sigmar’s clergy, the Warrior clergymen emphasize the martial points of their god. Stuffed with a fiery fervour and an unbreakable religion, these priests are a formidable sight to the enemies of the Empire. Wielding large warhammers that can shatter skulls and crush bones, a Warrior Priest is an impressive foe. More than their physical strength, nonetheless, it is a Warrior Priest’s devotion to Sigmar that endows him together with his deadliest competencies – harnessing the divine vigor of his god and unleashing devastating forces towards his adversaries.

Initial Weapon Set

Set 1: Hammer & guard
Set 2: Nothing

Perks
Divine Spellcaster: This unit has entry to some spells from Sigmar’s Prayers Tome.
Starts with the spell Immaculate Flesh, which eliminates all active Poison results and increases Poison and Wyrdstone Resistance by way of 15%. Not stackable.

Preliminary knowledge
Divine Rage: When dealing melee damage, raises the Spellcasting chance of the following spell via 15%. The following motion taken have to be a spell or the effect is lost.

Potiential Spells

look after of faith: increases Magic Resistance by using 15%. No longer Stackable.
Armour of Righteousness: gives you immunity to fear and provokes worry on engaged enemies. Increases Armour Absorption via 10%. No longer Stackable.
Deny the Heretic: Creates a zone effect on the chosen field. Coming into or starting a turn throughout the area inflicts a debuff that reduces present and maximum Offense facets by means of 1 and Melee Hit hazard by way of 5% for 1 turn. Now not Stackable.
Immaculate Flesh: eliminates all active Poison results and raises Poison and Wyrdstone Resistance by using 15%. No longer Stackable.
Word of Damnation: Reduces Magic Resistance by 10% and the risk to move All on my own, worry, and Terror tests by 25%. No longer Stackable.
Soulfire: deals 10-15 harm. Bypasses Armour Absorption.
Prayer of Absolution: raises Armour Absorption by 5% and stay away from and Parry danger with the aid of 10%. Now not Stackable.
Medication Hand: Restores as much as forty wounds.

Templar Knight
The younger children of noble lords or the disposed heirs of conquered domains, Templar Knights by and large search a role for themselves by supplying carrier to the temples of mankind’s gods. Individuals who serve Sigmar ordinarily grow to be in the warband of a Witch Hunter Captain, granted the threat to prove the sincerity of their religion by giving battle to the creatures of Chaos. Armed and armoured in finery befitting their noble start, Templar Knights are however untested warriors and their lack of expertise could make them overeager in combat.

Preliminary Weapon Set

Set 1: Sword & protect
Set 2: Nothing

Perks

last Stand: This unit will certainly not disengage or flee from melee battle, it will combat except the tip. The unit can be coolheaded.
Fearless: resistant to All by myself, fear and Terror

initial competencies
Stoic: When engaged with 2 or extra enemies, raises Melee Resistance through 10%. No longer Stackable
Executioner
Few attractions are extra terrifying than that of seeing an Executioner approaching his victim. Selected for his or her colossal physiques and utter remorselessness, these sinister warriors know neither pity nor mercy. Tasked to supply final justice to the enemies of Sigmar, an Executioner turns into inured to killing, as ready to slay in bloodless blood as in the warmness of fight. Fine two-passed swords and double-headed axes are the weapons of choice for these killers, instruments with which they end up rather complete within the course of their gory trade.

Initial Weapon Set

Set 1: quality Axe
Set 2: Nothing

Perks

fireplace Purge: each and every melee attack has 25% possibilities to position the enemy on fire for two turns, the fire harm is taken at the opening of its turn.
Fearless: resistant to All on my own, worry and Terror
final Stand: This unit will by no means disengage or flee from melee fight, it’ll battle except the end
Tiring Immunity: proof against tiring effects.

Preliminary potential
Pyre of the Righteous: areas an effigy at a goal vicinity that may be destroyed via enemies. The effigy increases the chance to move All alone, fear, Terror via 30%, and Melee and Ranged Hit danger through 10% for allies within 5 meters. Usable once each 2 turns. Not Stackable.